What kind of adventures do you run?

By Lord Deimonos, in Rogue Trader Gamemasters

Exactly that, I need to know what kind of stories you run for RT. I`m having trouble to create an interesting adventure. But this is for my part, my players seems to like it, or at least they don`t complain about it. Any advice will be welcome.

Thanks.

My players and I run a pretty "by-the-seat-of-our-pants" adventure.

It really does not matter what kind of adventure you run as long as everybody has fun (first rule in GMing).

But I usually run adventures that have large arcing story plots that are completed by smaller task. For instance, right now my players and I just started and one of their "main" adventures is to establish a trade route with a humanoid species on a planet that's about 1 week away warp travel. While they were trying to find out the best way to transport goods between them, they came across a gentlemen that could "help" them. Long story short he was trafficking humans from the Imperium to the space station they are based at. I find that it's a good idea to present "moral" problems to your entire group. Usually it's diverse enough that you'll have discussion and some players will be ok with the skin trade(in this example, but it could be anything), others will absolutely refuse and it will make for some good role playing.

Let me know if you need anymore advice.

Basic ally whatever the players want.

I ran "into the storm" with an extra pirate base thrown in, and the introductory adventure modded.

Beyond that, they are set to colonize a mining planet and i intend to give them an Ork freeboter as an adversary.

But basically if the RT can decide how to make money. If he wants to set up a colony, i just look up what is needed and throw in a few extras as opposition.

But yeah as long as everyone has fun its a perfect adventure.

I try to design a big storyarc and the modify it according to the players' wishes. They don't get everything they want but if at all possible i'll fit it in there. Basically i use two principles:

1. let them have their fun, they are the main characters and RT is a sandbox.

2. have a big storyline in order to ground their actions in the fictional reality. Makes it all the more fun if they get away with what they try to do (and no i don't mind to deny it to them, as long as they can bounce back in the end).